Why have you not fixed matchmaking. 20-50 minute wait times on a game that has an active player base your company is a joke. Try to do placements with someone who also is doing placements and you wait for 50 mins for the matchmaking.
spend more time in searching then playing the game. absolute joke.
blizzard must have some of the most braindead employees.
Wide groups have only been in place for a season (which are 9 weeks).
They have been problematic since their launch. Hence, having 9 weeks and not finding a solution.
There will aways be theories on the matchmaker, because people perceive things to be happening. Case in point with what youâve said. The match maker hasnât changed since OW1, but somehow itâs âworseâ in your mind.
But that isnât what the OP or my response was about. Purely new group queues.
Eh, wrong buddy. Theyâve had videos where theyâve talked about the changes made to the matchmaker since OW2 released. So no, itâs not just in my âmindâ, itâs on Youtube, on their official channel.
Theyâve made changes to certain parameters yes. The match maker is still the same, doing the same job.
But you see it when you dig into all of the match maker theories. Your forced this and that type stuff. Itâs all perception and anecdotes, no hard evidence. People want to believe it, so the theories gain traction.
The match maker isnât perfect. No game has perfect match making. If one did, every stupid would be paying to licence it. But it isnât the evil itâs portrayed as by some.
The match mater picks 10 people on their MMR (which consideration for groups, ping and queue time) this has always been itâs function.
Occasionally they adjust the acceptable ranges that it can tolerate in order to increase or reduce queue times. But ultimately it is still doing the exact same job.
And obviously now theyâve increased the acceptable grouping range. But that in theory doesnât change anything as groups have always been matched on their average MMR. The wide group systems allow he to try prevent large groups to match against solo players (this part does not work that well for whatever reason)
This piece is an interesting read about forced losses. Not directly linked obviously, but it talks about various match making things and stuff and how a player might perceive the match maker to be doing things it isnât.
The idea that a game will directly force you to lose is more of a perception among players rather than a deliberate mechanism designed by game developers. However, there are several factors and systems within competitive online games that can contribute to this perception:
Matchmaking Systems: Many games use matchmaking algorithms to pair players with opponents and teammates of similar skill levels. After a winning streak, the system might match a player with tougher opponents or less skilled teammates to maintain a balanced win-loss ratio. This isnât the game directly forcing a loss, but rather an effort to keep the matches competitive and engaging for all players.
Elo Hell: In ranked games that use Elo or similar ranking systems, players sometimes feel stuck in a rank where they believe they cannot progress due to factors outside their control, like unreliable teammates. This can create the impression that the game is forcing them to lose.
Dynamic Difficulty Adjustment (DDA): Some games employ dynamic difficulty adjustment to maintain player engagement. While this is more common in single-player games, the concept can sometimes be mistakenly applied to multiplayer games by players who feel the game is making matches harder intentionally after a series of wins.
Algorithmic Balancing: In some cases, games might adjust matchmaking or in-game variables to balance the overall experience. For example, if a player is performing exceptionally well, the matchmaking system might place them in tougher matches to provide a challenge, which can feel like the game is forcing them to lose.
Network Manipulation and Server Issues: Technical problems such as lag, server instability, or other network issues can lead to poor performance and losses. While this isnât the game intentionally forcing losses, it can certainly feel that way to players experiencing these issues.
Perception and Cognitive Bias: Cognitive biases can also play a significant role. After a series of losses, players might start seeing patterns and attributing losses to the gameâs systems rather than acknowledging the natural variability of competitive play or their own performance fluctuations.
While these factors can contribute to the perception of forced losses, there is no concrete evidence that reputable game developers design systems specifically to force players to lose. The primary goal of most competitive games is to provide a fair and engaging experience for all players.
Canât be bothered quoting the rest of that pointless word salad.
Itâs a video game but youâd best stick to facts, yeah?
The matchmaker has been changed since OW2 released, and thatâs just a fact. They changed it to cater to the impatient players who canât stand spending more than 5 minutes in a queue.
How many players it picks from a pool of players looking for players have also changed due to the format change.
The way it pools players together have also changed (more than once) in the way that it has become more relaxed with which players gets pooled together from different ranks.
This is something theyâve said during video interviews and dev updates.
Youâre just throwing moot arguments into the ether at this point.
Iâm just going to ignore you now for trolling me in multiple threads. Logging on multiple forum accounts to abuse the report system to flag my post is only helping me prove my point about the system and how people abuse it when theyâve lost a debate.